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three.js
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b20c9e86
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three.js
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体验新版 GitCode,发现更多精彩内容 >>
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b20c9e86
编写于
7月 03, 2014
作者:
M
Mr.doob
浏览文件
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电子邮件补丁
差异文件
Updated builds.
上级
14fdbf34
变更
2
隐藏空白更改
内联
并排
Showing
2 changed file
with
372 addition
and
369 deletion
+372
-369
build/three.js
build/three.js
+33
-30
build/three.min.js
build/three.min.js
+339
-339
未找到文件。
build/three.js
浏览文件 @
b20c9e86
...
...
@@ -21934,6 +21934,7 @@ THREE.WebGLRenderer = function ( parameters ) {
// reset caching for this frame
_currentMaterialId = - 1;
_currentCamera = null;
_lightsNeedUpdate = true;
// update scene graph
...
...
@@ -22957,6 +22958,7 @@ THREE.WebGLRenderer = function ( parameters ) {
}
var refreshProgram = false;
var refreshMaterial = false;
var program = material.program,
...
...
@@ -22968,6 +22970,7 @@ THREE.WebGLRenderer = function ( parameters ) {
_gl.useProgram( program.program );
_currentProgram = program.id;
refreshProgram = true;
refreshMaterial = true;
}
...
...
@@ -22979,7 +22982,7 @@ THREE.WebGLRenderer = function ( parameters ) {
}
if ( refresh
Material
|| camera !== _currentCamera ) {
if ( refresh
Program
|| camera !== _currentCamera ) {
_gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
...
...
@@ -22992,6 +22995,35 @@ THREE.WebGLRenderer = function ( parameters ) {
if ( camera !== _currentCamera ) _currentCamera = camera;
// load material specific uniforms
// (shader material also gets them for the sake of genericity)
if ( material instanceof THREE.ShaderMaterial ||
material instanceof THREE.MeshPhongMaterial ||
material.envMap ) {
if ( p_uniforms.cameraPosition !== null ) {
_vector3.setFromMatrixPosition( camera.matrixWorld );
_gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
}
}
if ( material instanceof THREE.MeshPhongMaterial ||
material instanceof THREE.MeshLambertMaterial ||
material instanceof THREE.ShaderMaterial ||
material.skinning ) {
if ( p_uniforms.viewMatrix !== null ) {
_gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
}
}
}
// skinning uniforms must be set even if material didn't change
...
...
@@ -23113,35 +23145,6 @@ THREE.WebGLRenderer = function ( parameters ) {
loadUniformsGeneric( program, material.uniformsList );
// load material specific uniforms
// (shader material also gets them for the sake of genericity)
if ( material instanceof THREE.ShaderMaterial ||
material instanceof THREE.MeshPhongMaterial ||
material.envMap ) {
if ( p_uniforms.cameraPosition !== null ) {
_vector3.setFromMatrixPosition( camera.matrixWorld );
_gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
}
}
if ( material instanceof THREE.MeshPhongMaterial ||
material instanceof THREE.MeshLambertMaterial ||
material instanceof THREE.ShaderMaterial ||
material.skinning ) {
if ( p_uniforms.viewMatrix !== null ) {
_gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
}
}
}
loadUniformsMatrices( p_uniforms, object );
...
...
build/three.min.js
浏览文件 @
b20c9e86
因为 它太大了无法显示 source diff 。你可以改为
查看blob
。
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